Original Rules by Paul Barker. This version was revised and updated in October 2008

The following countries are playable:

Major Powers: Great Britain, France, Russia, Germany, Austria, Italy, Ottoman Empire and the USA

Minor Powers: Chile, Japan, Brazil, Mexico, China, Portugal, Spain and Holland

Where agreed, players can control some combination of countries, such as one major power and minor power that are geographically distant.

All rules except those listed below are the same as in standard diplomacy. You may get the standard, longform rules by clicking here. Or click here for the five minute guide.

Basics
The game runs from 1880 to 1900 with each year divided into spring and fall turns, as per the original game.

It is the aim of the game to turnaround one turn every week.

Before the game starts, players state which type of unit they want at their starting resource centres. This is completely their choice.

franz
Variant Rules – Diplomacy
Before the game begins, players state which type of unit they want at their starting supply centres. Naturally, fleets may only be built on coastal provinces and armies inland.

D.1) Each turn (Spring and Fall) major powers receive 8 “dip” points for diplomatic practice. Minor powers receive only 5 dip points. All points must be spent in the same turn and may not be stockpiled.

D.2) All countries (major and minor powers) may spend Dip Points in the following way:

  • 1 Dip to send a message to any number of countries.
  • 2 Dips to intercept all messages between two stated countries in any one turn.
  • 1 Dip to protect your messages from interception
D.3) Only Major Powers may spend Dips in these additional ways:
  • 4 Dips to support a unit that is standing. (Orders for this are just the same as regular support, just state 4 dips is supporting rather than a unit)
All messages must be sent via the Gamesmaster, any messages sent otherwise will result exclusion from the game. This is to maintain anonymity.

Should a player try to intercept messages between two countries that are in fact played by the same player, the GM will notify that player of the fact.

ahamid
Variant Rules - Movement
M.1) Oceans are clearly marked on the map. Any number of naval units may enter these areas without combat. Units commencing their turn in an ocean area may move to any other ocean zone on the map in the same turn. Moves from an ocean into a sea-zone are restricted in the usual fashion. Units may not move from one ocean zone to another ocean zone then into an adjacent sea zone in one turn. This must be conducted over two turns, i.e. F(Coral Sea) to South Pacific Ocean. Next Turn that fleet may move to any adjacent sea or land zone OR to any ocean zone on the board. The turn after that fleet may again move to any ocean zone or into any adjacent sea or land zone.

M.2) Convoys are conducted in the usual manner, except when carried over oceans. To convoy an army unit to another continent the player must have a naval unit in the adjacent sea zone and ocean, and the sea zone adjacent to the land zone where the army is to disembark. For example, by having a fleet in the Gulf of St Lawrence, North Atlantic and Sao Tome an army can be convoyed from MON to WAL, GAB or LUA. If a fleet is also situated in Tasman Bay then the same army could alternatively be convoyed to SYD, WAU or WEL.

M.3) Areas marked black, i.e. the Caspian Sea or Yukon are impassable.

M.4) Areas such as Suez, Constantinople (CON) and the pacific isles may be occupied and moved through by a fleet. i.e. A fleet may move from the Eastern Med. to Suez to the Red Sea over three turns.

M.5) Some coastal zones have WC (west coasts) and EC (east coats). Fleets may only occupy either coast and not move through this zone like those of M.6.
emile

Hosted by www.Geocities.ws

1